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Tinkerer Bartholomew Melon

Tinkerer Bartholomew Melon

Member Since 02 Aug 2010
Member ID: 258,659
Currently Searching...
Offline Last Active 40 minutes ago
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#7104742 Psyko Beast [WRITTEN] (WIP)

Posted by Tinkerer Bartholomew Melon on 15 June 2018 - 06:54 AM

Hello, fine peoples!

I've had this idea for an archetype for a while and I'd ended up writing it down, but I'd never gotten around to posting it. The reason it is currently still a WIP is because I needed to rework the Spell/Trap lineup and I hadn't initially made Synchros at all despite the deck's focus on constantly having tuners and non-tuners on the field at the same time.

Field Spell


I needed to start with the field spell just because the rest of the archetype would be kinda underwhelming otherwise. The card is simple: it lets you attack your own monsters. The ATK boost/drop is relatively negligible but it is permanent and it even lets you modulate your opponent's Psyko Beasts in a mirror match.

Monsters


With the field spell out of the way, these should make sense. The non-Tuners are predators while the tuners are prey and they get effects that reflect this. Thematically, they link their life with the opponent so that the opponent feels the pain of their death.

Extra Deck


Again, more of an afterthought than the focus. I wanted to make sure these are bosses that could stand to be used despite their restrictions and with the EMZ (even though the monsters could probably put up Links pretty easily). Probably overdid Calf though.

I plan to finish these up when I get to a computer, but any CnC so far would be much appreciated.

Cheers!




#7104529 [SOFU/SJMP] "C"

Posted by Tinkerer Bartholomew Melon on 14 June 2018 - 06:11 AM

Giant Ball Park reminds me of Catapult Zone, and it's a better version of it, too.


Don't this and Catapult Zone do completely different things though? CZ prevents battle destruction but "you still take the damage". This prevents the damage, but the monster still dies.

...but that actually helps since a lot of other insect support rely on being destroyed by battle/leaving the field.

Resonance Insect just went up a level in usefulness. It now has a go-to monster to send and it can search Mecha C when it itself goes to grave.


#7104005 Archetype Generator Meta

Posted by Tinkerer Bartholomew Melon on 10 June 2018 - 07:47 PM

Ecclestial's up: https://forum.yugioh...pe-written-agm/




#7102861 Shuckle, Remoraid, Octillery, and Signal Beam (PAC)[WRITTEN]

Posted by Tinkerer Bartholomew Melon on 03 June 2018 - 09:57 PM

Hello, fine peoples!
 
Decided to put up the 'mon I had for the Pokemon Archetype Club.  While the cards don't have any real relation to one another as a whole, the 'mon happen to be some of my favorites so I kinda really wanted to do 'em early.
 
 
PokéBug Shuckle
EARTH ****
Insect/Effect
If this card is Summoned: change it to face-up defense position. This card can attack while in face-up defense position. This card cannot be destroyed by battle. Your opponent cannot target "Poké" monsters you control for attacks or card effects except "PokéBug Shuckle".
100/2300
 

Comments


PokéWater Remoraid
WATER ***
Fish/Effect
If all the monsters (if any) on your side of the field and in your GY are WATER (and only WATER), you can Special Summon this card from your hand. Once per turn (Quick Effect): you can target 1 "PokéWater" monster you control; equip this monster from your hand or side of the field to that target. At the start of the Damage Step, if the equipped monster battles a monster, you can destroy this card and that monster.
1000/900

PokéWater Octillery
WATER *****
Fish/Effect
You can Special Summon this card from your hand, by tributing 1 level 4 or lower "PokéWater" monster. You can target this card to activate any "PokéMove", "beam" card, ignoring card conditions. If this card, or a "PokéMove" card that is activated by targeting this card destroys an opponent's monster(s) (by battle or card effect): you can target up to 2 face-up cards on the field; negate their effects. If this card is Special Summoned using "PokéWater Remoraid": you can add 1 "PokéMove", "beam" card from your Deck or GY to your hand.
2100/1700
 
Comments

 
PokéMove Signal Beam
Spell
Target 1 "PokéBug" monster you control to activate this card. Target 1 card your opponent controls and roll a six-sided die. If the result is 1-5: send the second target to the GY. If the result is 6, apply the appropriate effect:
- If the second target is a monster, take control of that target.

- If the second target is a Spell/Trap, Set it to your side of the field.

Comments

 
I might have been a little too into the flavor to the detriment of capacity, but I think I hit a good chord for right now.  As always, CnC much appreciated!
 
Cheers!




#7101619 Pokémon Archetype Club

Posted by Tinkerer Bartholomew Melon on 25 May 2018 - 07:34 PM

By the by, I'd like to put a reservation on making the pokemon Shuckle.




#7101505 Single to Archetype Game

Posted by Tinkerer Bartholomew Melon on 24 May 2018 - 10:14 PM

Ameba Lore (PSCT)

Need to make newer card text so who refers to who is internally consistent.

Ameba Red
WATER *
Aqua/Effect
If this card is sent to the GY: you can target 1 monster your opponent controls; Special Summon 1 "Ameba" monster from your hand, and if you do, switch control of the Summoned monster and the target.  When control of this face-up card shifts to your opponent: your opponent draws 1 card. This effect can only be used once while this card is face-up on the field.

200/550

 

Ameba Green

WATER *
Aqua/Effect

If this card is destroyed and sent to the GY: you can Special Summon up to 2 "Ameba" monsters from your Deck except "Ameba Green", but give control of those monsters to your opponent during the End Phase.  When control of this face-up card shifts to your opponent: discard 1 card. This effect can only be used once while this card is face-up on the field.

550/0

 

Ameba Orange

WATER *

Aqua/Effect

If an "Ameba" monster would be destroyed by battle: give control of it to your opponent instead.  If this card is sent from your field to the GY: add 1 "Ameba" Spell/Trap from your Deck to your hand.  When control of this face-up card shifts to your opponent: send 3 cards from your Extra Deck to the GY (or their entire Extra Deck if less than 3). This effect can only be used once while this card is face-up on the field.

250/400

 

Ameba Mitosis

Continuous Spell

When you Normal Summon 1 "Ameba" monster: you can Special Summon 1 "Ameba" monster from your Deck.  If an "Ameba" monster you control is destroyed and sent to the GY: you can add 1 "Ameba" monster with the same name as that monster from your Deck to your hand.

 

Ameba Cellf-Destruction

Quick-Play Spell

Destroy all "Ameba" monsters on the field.  Draw 1 card for each "Ameba" monster destroyed by this effect.  During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; shuffle any number of "Ameba" monsters from your GY into your Deck, and if you do, destroy 1 card on the field.

 

Amebatown

Field Spell

Monsters your opponent controls that are owned by you lose 300 ATK.  Monsters you control that are owned by the opponent gain 300 ATK.  When you Summon an "Ameba" monster: you can target 1 monster your opponent controls; switch control of those 2 monsters.  Once per turn: if an "Ameba" monster is used as Material for the Summon of an Extra Deck monster: you can shuffle 1 "Ameba" monster from your GY into your Deck; add 1 "Ameba" monster from your Deck to your hand.

 

Yes, it misses timing.  That was on purpose.

 

Amebanisher

WATER Link: S

Aqua/Link/Effect

1 Aqua monster

Once per turn: You can target 1 monster your opponent controls; switch control of that target and 1 Aqua Monster this card points to.  If an Aqua monster you control is targeted by your opponent's card (attack or card effect): you can give control of that target to your opponent, and if you do, draw 1 card.  When control of this face-up card shifts to your opponent: skip your next Battle Phase. This effect can only be used once while this card is face-up on the field.

750/LINK 1

 

Amebanker

WATER Link: W

Aqua/Link/Effect

1 Aqua monster

Once per turn: If a monster on the field switches control: you can add 1 "Ameba" monster from your GY to your hand.  If a monster this card points to is owned by the opponent: this card and the card this card points to cannot be destroyed by battle.  When control of this face-up card shifts to your opponent: your opponent can conduct their next Battle Phase twice. This effect can only be used once while this card is face-up on the field.

750/LINK 1

 

 

Hourglass of Courage




#7101169 Pokémon Archetype Club

Posted by Tinkerer Bartholomew Melon on 22 May 2018 - 05:20 PM

I personally find that to take on a project this large, you can't be too picky or overly gimmicky.  The "free SS by tributing preevolution" is one that is perfectly reasonable and is a theme that can be carried through, as long as the Stage 1/2 'mon can be used otherwise.  The evolutions shouldn't just be a glorified Normal Monster (when summoned normally), but instead gain a specific benefit if summoned using the evolution method.  As another possible benchmark element: I might suggest keeping all Basic 'mon (except legends/mythicals) as level 4 or lower just so we have a rough area of power as more stuff is made.

A thing of note is that because this is what it is, we might need to ask for a special exception for this to be posted in Advanced (as in, not having to adhere to the Advanced Clause).  I'm sure that wouldn't be too big an issue, though.  The AGM's Generic card pool is in Advanced despite it being another format entirely.  If ya want, I can ask around.

The third thing to just throw out there would be the idea of also having "Pokétools" or "Poké-Items" or something as backrow support (instead of exclusively having monsters).




#7101144 Pokémon Archetype Club

Posted by Tinkerer Bartholomew Melon on 22 May 2018 - 11:58 AM

It's good to see your initiative.  If you want to make a change, it is good to aim to begin that change yourself.

 

In any case, I'll bite.  I've had over a hundred personal pokemon cards myself, but they went up in smoke when my last computer died.  Haven't tried to redo it since.  Having a consistent direction in design for me is really helpful though, so once we get the base idea sorted out, I'll help make a few.

 

Since you noted that it has to be worthy of going into Advanced, I assume no "Pokemon" type.  That is what I had used, because I was more focused on the pokemon's stage (Baby, Basic, ST1, ST2) being in their name (I'm not suggesting to do that.  It was simply how I did it).  I am a fan of Poke[type] as a means of grouping them, but I'm not as fond (personally) of tying them down to equips and tethering them down to how they work in their own tcg.

 

I have other ideas but I'd like to see more peeps join first.




#7100678 Peace is no longer the Master

Posted by Tinkerer Bartholomew Melon on 18 May 2018 - 10:54 PM

...Metaltron XII, the True Dracombatant?




#7100153 Archetype Generator Meta

Posted by Tinkerer Bartholomew Melon on 15 May 2018 - 09:35 AM

Links




#7099201 [VJUMP] Dark Metal Dragon - Darkness Metal

Posted by Tinkerer Bartholomew Melon on 09 May 2018 - 08:33 PM

Ok, I lost track.  Why are EARTH Dragons being listed?

 

And if we're tossing in cards that open up 3 down arrows for minimal cost that also don't happen to be in the tcg yet, can I toss in Traffic Ghost?  I mean, that's literally its only job.




#7099016 Archetype Game

Posted by Tinkerer Bartholomew Melon on 08 May 2018 - 10:14 PM

Pastasaurus

 

A group of Normal Pendulums with different names with the only Archetype connection being a tagline in their Normal monster lore that declares "this card is always treated as a "Pastasaurus" card", making them the only archetype without a single monster actually having the archetype name (their names are stuff like Spaghettasaurus/Pennesaur/Linguinedon/etc.).

 

They take the old Pendulum playstyle of swarming and modernizes it, making them near infinite resources that's often directed into Link Summons.  They all share an effect that lets you Special Summon them from the Pendulum Zone as long as you replace them with another Pastasaurus with the same scale number from the Extra Deck alongside another effect that usually increases their consistency.

 

Amusingly, to compensate and prevent them from looping endlessly, each set of Pastasauri give hard OPTs to their companions rather than to themselves (i.e. Spaghettasaurus (scale X) would say something like "You can only use this effect of 'Pennesaur' and 'Linguinedon' (both of which would have scale X) once per turn.")

 

Their Spell/Trap lineup are all ones that benefit Normal monsters, but usually have secondary effects that benefit the Pastasauri specifically.  Like the monsters, none of them actually have "Pastasaurus" in their name except for a single card that can somehow search out all these disparate cards.

 

Arsenalodon




#7098315 Advanced/Casual Multiples Review Thread

Posted by Tinkerer Bartholomew Melon on 04 May 2018 - 12:25 PM

The rogue reviewer appears once more!

 

Your set has piqued my interest @SecondSeraphim .  If Dov doesn't mind, I'll toss a review your way.

 

EDIT: Aaaaaaaand... done.




#7097787 Ritual-reliant archetype with no Rituals? Introducing the Archlyns! [WRI...

Posted by Tinkerer Bartholomew Melon on 30 April 2018 - 10:13 PM

Hello, fine peoples!

 

This idea came in part from a dream that I'd had recently about a sword called "Mourning" that gained different powers from the souls of the diseased people of different universes.  It connected to a long-running story that a friend and I have continually built on for years.  Anyways, I don't know entirely how the idea translated, but... yeah, this kinda came together fully formed in my head.

 

 

Monsters

 

 

Spells

 

 

Traps

 

 

Yeah, this is unfinished.  Plan to make an Archlyn for each type, despite the fact that some types have no applicable Rituals to work with.  Any CnC for what I have so far though would be much appreciated.

 

Cheers!




#7097773 Archetype Generator Meta

Posted by Tinkerer Bartholomew Melon on 30 April 2018 - 06:48 PM

Guild gone Viral

 

Sclera Guild: http://forum.yugiohc...d/#entry6939361

 

When I saw that Treasurer of the Sclera Guild allowed you to tribute 1 monster (not just one you control), to search a card, I thought I had something with this combination.  Unfortunately, that was the only one that was open to be used under Lair's "Tribute opponent's monster" effect, so the deck kinda just turned into a normal "Virus" deck with the Sclera Guild acting as Virus triggers and highly searchable (FOUR searchers!?) and recurrable (via the pendulums) fodder.

 

The only real card in the Extra that falls under this challenge that would conceivably be summonable would probably be Black Gravity Dragon which would make for a pretty cool control deck in of itself.

 

 

As a sidenote: Pet of the Sclera Guild should probably have an OPT on its tribute effect, or, at the very least, target before it tributes.  As it is now, it can just tribute and revive itself indefinitely (which, as far as I can tell, doesn't have a broken application right now, but isn't good futureproofing design).